Gamification. Ayça Turhan Hacettepe University Department Of Business Administration
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1 Gamification Ayça Turhan Hacettepe University Department Of Business Administration
2
3 Games Games are: Fun Addictive Challenging Emotionally resonant Studies show that games activate the brain s dopamine system, which is associated with pleasure.
4 What is Gamification? «Gamification is the use of game elements and game-design techniques in non-game contexts.» Source: «For the Win: How Game Thinking Can Revolutionize Your Business»
5
6
7 Examples
8 Gamification Categories Internal External Behavior Change
9 Internal Gamification Internal gamification is where companies apply gamification in order to improve productivity within the organization and derive positive business results through their own employees.
10 External Gamification External gamification involves a company s customers or prospective customers. It can be used for: improving relationships with customers increasing engagement creating identification with the product creating loyalty attaining higher revenues
11 Behavior Change Gamification Behavior-change gamification focuses on forming beneficial new habits among a population. It is generally managed by non-profits of governments. Examples: encouraging people to make better health choices enabling kids to learn more while actually enjoying school building systems that help people save money
12 What is Gamification? «Gamification is: the use of game elements and game-design techniques in non-game contexts.» Source: «For the Win: How Game Thinking Can Revolutionize Your Business»
13 Game Elements Game elements are the little elements that come up together to create a game experience. Examples: Points Badges Leaderboards
14 Game Elements In gamification, game elements are embedded into activities which are not in fact games. The designer of a gamified system can tweak the elements to create a more engaging experience.
15 Game Design Techniques Successful gamification involves two kinds of skills: Understanding of game design Understanding of business techniques Where should you use game design elements? How to create a better gamified experience? How to make the experince more fun and compelling?
16 Non-Game Contexts Gamification is not about creating a game, but about using game elements and game design techniques. We are not talking about a fantasy world, we are talking about real world, but it still feels like a game. The purpose of gamification is to take the elements that normally operate within the games and apply them effectively in the real world.
17 Real World Objectives Gamification works for contexts that can be made fun but which lend themselves to concrete business objectives. Gamification is the process of manipulating fun to serve real-world objectives.
18 Gamification Gamification is an art and science: Emotional concepts: Fun, user experience Engineering: Measurable and sustainable system
19 Why should we consider gamification? Engagement Experimentation Results
20 Why should we consider gamification? Engagement Gamification can be considered as designing systems to motivate people to do desired behaviors. A well-designed gamification system can give companies a powerful set of tools to develop engaging challenges for their customers.
21 Why should we consider gamification? Experimentation: Mastering a game is all about experimentation. An effective gave motivates users to strive for improvement. Results Gamification works!! Companies employing gamification include established giants such as Nike, American Express, Microsoft, and Samsung.
22
23 Results Daily Active Users x2 Video Views x10
24 Thinking Like a Game Designer Thinking like a game designer is a necessity for creating an effective gamified system. Gamers try to win; game designers try to make gamers play.
25 Thinking Like a Game Designer Gamification is closely related with understanding underlying motivation behind behaviors. Game thinking is working towards creating an engaging experience by motivating people to do desired behaviors.
26 MOTIVATION
27 Motivation Gamification is strongly related with motivation. Extrinsic motivation: You do it for reasons that are outside of your enjoyment or engagement with the activity. Instrinsic motivation: You do it for its own sake.
28 Motivation Wanting to do something is called intrinsic motivation because, for the person involved, it lies inside the activity. Feeling that you need to do something involves extrinsic motivation, because the motivation lies outside.
29 Motivation Extrinsic motivators: You do something because there is a free promotion given. You try to make more sales because your bonus is dependent on it. You study because your parents will buy you a gift if you pass the class. Intrinsic motivators: You play sports because you are having fun. You do a job you love because you are enjoying it. You study because you find the topic interesting.
30 Self Determination Theory People are inherently proactive with a strong internal desire for growth, it has to be supported by external environment. People have some needs to allow their growth: Competence Relatedness Autonomy These three motivators are also used in gamification.
31 Gamification Lessons Extrinsic motivators can crowd out intrinsic motivators. Extrinsic rewards can be profoundly demotivating. If you pay money to your child to read some books, he may stop reading for fun sake at some point. Adding extrinsic rewards to intrinsically motivated tasks has been demonstrated to produce less effort and poorerquality work. The lesson for gamification: Don t mindlessly attach extrinsic motivators to activities that can be motivated using intrinsic regulators.
32 Gamification Lessons Extrinsic motivation helps in some activities. Extrinsic motivation is not always bad. Extrinsic motivation helps people enjoy boring activities. Unlike the situation in which the task is intrinsically motivated, extrinsic rewards can encourage positive behavior and outcomes when one is dealing with dull, repetitive, and/or tedious activities. There are some activities which can never be instinsically fun. The lesson for gamification: Extrinsic reward systems work for nonintrinsically engaging activities.
33 Gamification Lessons Feedback is necessary in a gamified system. Users like getting informational feedback about how they re going. Designed well, feedback loops push users toward desired behaviors. Feedback in a gamified system is critical for effective motivation. The lesson for gamication: Feedback loops regulate behavior in the direction of the feedback, and providing metrics for success will motivate the user in that direction.
34 Gamification Lessons Work Across Motivational Continuum It is possible to design extrinsic motivators that are introjected, internalized, or integrated and so are more compelling to the user. Points and leaderboards are a good example: These gamication mechanisms can be seen as generating introjected behavior regulators because they appeal to a user s ego by allowing her to brag about her standing. Lesson for gamification: It is possible to design extrinsic motivators that are introjected, internalized, or integrated and so are more compelling to the user.
35 Gamification Lessons Don t Be Evil: Just because you can motivate someone to do something doesn t mean you should. Gamification shouldn t be used for squeezing more out of people, instead it should be used for being happy and succeeding together.
36 GAME ELEMENTS
37 The PBL Triad Points Are accumulated for completion of challenges Badges Are given for achievements Leaderboards Are used to compare how you re doing vs. other players
38 Points They keep score and set the boundaries of levels. They may determine the win state, if any. They create a connection between progression & extrinsic rewards. They provide feedback. They can be an external display of progress. They provide data to the game designer.
39 Points
40 Badges Badges are often found in conjunction with points systems. Badges are a chunkier version of points. Many badges can be awarded for lots of activities and it s only limited with the imagination of the gamification designer.
41 Badges
42 Badges Badges can provide a goal for users to strive toward, which has been shown to have positive effects on motivation. Badges provide guidance as to what is possible within the system and generate a kind of shorthand of what the system is supposed to do. Badges are a signal of what a user cares about and what he or she has performed. Badges operate as virtual status symbols of the personal journey of the user through the gamication system. Badges function as tribal markers.
43 Leaderboards It shows where the player is standing compared to other players. A leaderboard gives context to progression in a way the points or badges can t. It may be very motivating or demotivating. If the user feels like he s losing anyway, you may choose not be a the part of the competition. Multiple leaderboards can be used at the same time.
44 Leaderboard
45 The PBL Triad It s the most common way and a good starting point for gamification but it s not the only thing what gamification is about. For maximum value from a gamified system, you have to go beyond these three.
46 Categories Of Game Elements Dynamics Mechanics Components
47 Categories Of Game Elements
48 Dynamics The most important game dynamics are: Constraints (limitations or forced trade-offs) Emotions (curiosity, competitiveness, frustration, happiness) Narrative (a consistent, ongoing storyline) Progression (the player s growth and development) Relationships (social interactions generating feelings of camaraderie, status, altruism)
49 Mechanics Mechanics are the basic processes that drive the action forward and generate player engagement. Each mechanic is a way of achieving one or more of the dynamics. A random event, such as an award that pops up without warning, may stimulate players sense of fun and curiosity.
50 Challenges Chance Competition Cooperation Feedback Resource Acquisition Rewards Transactions Turns Win States Mechanics
51 Mechanics Challenges (puzzles or other tasks that require effort to solve) Chance (elements of randomness) Competition (one player or group wins, and the other loses) Cooperation (players must work together to achieve a shared goal) Feedback (information about how the player is doing) Resource Acquisition (obtaining useful or collectible items) Rewards (benefits for some action or achievement) Transactions (trading between players, directly or through intermediaries) Turns (sequential participation by alternating players) Win States (objectives that makes one player or group the winner draw and loss states are related concepts)
52 Components Achievements Avatars Badges Boss Fights Collections Combat Content Unlocking Gifting Leaderboards Levels Points Quests Social Graphs Teams Virtual Goods
53 Components Explained 1. Achievements (defined objectives) 2. Avatars (visual representations of a player s character) 3. Badges (visual representations of achievements) 4. Boss Fights (especially hard challenges at the culmination of a level) 5. Collections (sets of items or badges to accumulate) 6. Combat (a defined battle, typically short-lived) 7. Content Unlocking (aspects available only when players reach objectives) 8. Gifting (opportunities to share resources with others) 9. Leaderboards (visual displays of player progression and achievement) 10. Levels (defined steps in player progression) 11. Points (numerical representations of game progression) 12. Quests (predefined challenges with objectives and rewards) 13. Social Graphs (representation of players social network within the game) 14. Teams (defined groups of players working together for a common goal) 15. Virtual Goods (game assets with perceived or real-money value)
54
55 Six Steps of Implementing Gamification Define Business Objectives Delineate Target Behaviors Describe Your Players Devise Activity Cycles Don t Forget The Fun Deploy Appropriate Tools
56 Define Your Business Objectives Defining specific performance goals for gamified system: Increasing customer retention Building brand loyalty Making more sales
57 Delineate Your Target Behaviors Examples of target behavior: Sign up for an account on your website. Post a comment on a discussion board. Share information about your service on Twitter. Comment or vote on suggestions by others. Visit our restaurant. After listing desired behaviors, develop your metrics for success.
58 Describe Your Players Who are they? What is their relationship to you? What motivates them?
59 Devise Your Activity Cycles In an activity cycle, user actions provoke some other activity, which in turn provokes other user actions, and so forth: X uploads a photo to Facebook Upload triggers a notification message to Y Y comments on the photo X gets a notification regarding Y s comment
60 Devise Your Activity Cycles
61 Devise Your Activity Cycles There are two kinds of cycles to develop: Engagement Loop Engagement loops describe, at a micro level, what your players do, why they do it, and what the system does in response. Progression Stairs: Progression stairs give a macro perspective on the player s journey.
62 Devise Your Activity Cycles Engagement Loops Player actions result from motivation and in turn produce feedback in the form of responses from the system: Ex: awarding points motivates user to take further actions. The key element is feedback. Feedback is part of what makes games so effective as motivators. Actions immediately produce visible responses.
63 Devise Your Activity Cycles Progression Stairs Progression stairs reflect the fact that the game experience changes as players move through it. Map out the player journey in your gamified system as a collection of short-term missions and long-term goals, which play out as a rolling series of progressions.
64 Devise Your Activity Cycles
65 Don t Forget The Fun Before implementing your gamified system, ask yourself this vital question: Is it fun? Also; Would players participate in your system voluntarily? If there weren t any extrinsic rewards offered, would they still be likely to play?
66 Deploy the Appropriate Tools Picking the appropriate mechanics and components and coding them into your systems. You need to test, and iterate, and learn as you go.
67 Sources For the Win: How Game Thinking Can Revolutionize Your Business by Kevin Werbach and Dan Hunter
68 Growth Hacking Hacettepe University Department Of Business Administration
69 Growth Hacking Growth hacking is a technology and data-driven, innovation based marketing/growth technique which was initially developed by startups.
70 Growth Hacking Relatively a new concept. About rethinking marketing and finding new ways, shortcuts and innovations. Reaching people in an effective, scalable and data-driven way. A mindset rather than a toolkit.
71 An Example: Hotmail First options for promotion: Billboards & Radio Ads. The better option: Putting a message at the bottom of everybody s screen. «P.S.: I love you. Get your free at Hotmail.»
72 An Example: Hotmail
73 Examples Facebook Twitter Dropbox Airbnb Hotmail
74 Future of Internet Business For now growth hacking is relegated to startups. Startups generally lack resources, and the established relationships to apply traditional marketing tactics, so they are somewhat forced to growth hack.
75 Future of Internet Business Eventually, growth hacking will be a part of fortune 500 companies. There is nothing about growth hacking that cannot be applied to larger corporations. If growth hacking can work without resources, imagine what it can accomplish with resources.
76 Future of Internet Business Growth hacking is an interesting trend that gives us glimpses into the future of internet based companies. Now there are no barriers between those developing the products and those acquiring users for products.
77 Growth Hacking The old way product development and marketing as seperate processes is now replaced. Marketing which was brand based becomes metric and ROI-driven through growth hacking. It is about maximizing ROI (Return-oninvestment) by using limited resources extremely carefully.
78 Redefining Product Before, only physical goods were considered products but now there are digital products. Shampoos, cars, couches Twitter, Facebook, Gmail The internet has given the world a new kind of product, and it demands a new kind of thinking.
79 Redefining Product These products can play a role in its own adoption. Facebook allows you to share their product with other friends to make your own experience on their platform better. Shampoo can t do that. Dropbox can give you free cloud storage if you get a friend to sign up with them. Couches don t do that.
80 Redefining Distribution In the highway system was being built in USA in 50s, McDonald s understood that the interstate roads were a new channel for getting customers, and they took advantage of this. This was an example of off-line growth hacking (if there is such a thing).
81 Redefining Distribution Instead of highways providing a way to brick and mortar businesses, we have search engines providing a path to digital businesses. Instead of roads that lead us to local movie theaters, we choose to browse video sites. Instead of streets providing a way to our friend s house, we opt to socialize using Facebook.
82 Growth Hacker Someone who is aware of the fact that the tools provided by internet and social media enable us to track, test, iterate and improve marketing and make it much more efficient. Someone who replaced traditional marketing with things that are testable, trackable and scalable.
83 Growth Hacker A growth hacker uses all available information o figure out where the problems are and does something about them as soon as possible. Everything can be improved: The first page of your site Conversion funnel Targeted s Product Recommendations
84 Growth Hacking Merging marketing into product development Kicking off growth with early adopters Adding viral elements Repeating these cycle guided by data and always optimizing
85 4 Steps Of Growth Hacking Product Market Fit Finding Your Growth Hack Virality Retention and Optimization
86 Product Market Fit PMF is a feeling backed with data and information. Using information for improving product. We must keep asking questions: Who is this product for? Why would they use it? Why do I use it? Ask the same questions to your customers, too. Marketing may turn into a waste of time without Product Market Fit.
87 Product Market Fit Defining who your customers are, finding out their needs and creating exceptional products for them is a marketing decision. A marketer can be the bridge between consumers and producers.
88 Product Market Fit It involves starting with a minimum viable product and improving it based on feedback. The growth hacker helps with iterations, advices and analyses.
89 Product Market Fit
90 Finding Your Growth Hack You have to find something new and exciting and channel that energy toward exploding on the market with your product. Reach out to and capture attention of highly interested, loyal and fanatical users and grow with them.
91 An Example: airbnb
92 An Example: airbnb They leveraged Craigslist to increase their user base. When you are filling out the form to list your bedroom on AirBNB they gave you the option to post the listing to Craigslist, so that it will show up there, too.
93 Virality Virality shouldn t be left to chance. A product or an idea must be worth sharing. You should provide some incentives to encourage sharing.
94 Virality Trendyol & Markafoni: 10TL Dropbox: Get free space Sent from my iphone
95 Retention & Optimization Do not forget the importance of retention while working on acquisition. You must focus on improving customer retention.
96 The Growth Hacker Funnel
97 Retention & Optimization Diving deep into data and refining until you reach maximum results is important. Metrics depend on what you are trying to accomplish. Twitter: They found out that when users selected five to ten accounts to follow on the first day, they would stick around. Facebook: People who added 7 friends within first 10 days were active. Zynga: D1- Users who came back after the first day. Dropbox: Sharing one file to your dropbox folder. Optimization is forever!
98 THANK YOU!
99 Contact Me Course Page: Linkedin: Twitter: Never hesitate to get in contact with me
100 Sources Growth Hacker Marketing: A Primer on the Future of PR, Marketing, and Advertising by Ryan Holiday The Definitive Guide to Growth Hacking by Neil Patel and Bronson Taylor
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